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Early look / prototype

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Old 11-23-2008, 02:46 PM   #11 (permalink)
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Re: Early look / prototype

Works here.
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Old 11-23-2008, 02:51 PM   #12 (permalink)
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Re: Early look / prototype

If I'm seeing correctly, it appears that the points where the ballcarrier is about to go into his next move has more of a pronounced momentum-affected transition. I think it's a tight concept.

But it made me think of something...

I started playing Madden 07 again yesterday, and one of the things I noticed was that there were some good momentum between the juke/spin/move and the recovery. Sometimes, the player broke from the effect of the momentum just a bit too quickly, and sometimes it was just right. But I remember an interview or a blog (I think it was you Ian, but I can't remember exactly) were there was a discussion about some upgrades that the 08 animation system was going to have over the 06 and 07 versions. I remember it being said that the animations in 07 were nice (and many of them were cool, I agree), but they forced you to be stuck in an animation before you could transition to another (which of course was true).

After watching the video in the thread, I wonder if this is one of those tough situations where if you make it too easy to breakout it's not as realistic, but if you make it harder or more animation dependent you take more of the user's control away? It seems really tough, and I'm wondering if there is a possible middle ground (you know, for the arcade crowd who wants to spin/spin/spin/juke/shimmy/spin/shimmy/juke/juke/juke and then run 80 yards for a TD, lol)?

Personally, if a little more control is taken away for momentum/transitions at realistic points I have no problem with it, because I know that there has to be some balance recovery times between moves and it's more sim.
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Old 11-23-2008, 02:56 PM   #13 (permalink)
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Re: Early look / prototype

Added YouTube link to original post. Enjoy.
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Old 11-23-2008, 02:59 PM   #14 (permalink)
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Re: Early look / prototype

That looks pretty smooth. I'd like to see it in live action, but I guess that won't be possible.
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Old 11-23-2008, 03:00 PM   #15 (permalink)
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Re: Early look / prototype

Spins look MUCH better. Good job Ian.
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Old 11-23-2008, 03:01 PM   #16 (permalink)
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Re: Early look / prototype

Quote:
Originally Posted by adub88
That looks pretty smooth. I'd like to see it in live action, but I guess that won't be possible.
Yeah that's what I was going to post, but maybe as he progresses with this tool he could add 1 or 2 defenders so we can see how this will play out with defenders within the frame.
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Old 11-23-2008, 03:02 PM   #17 (permalink)
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Re: Early look / prototype

Definately 2K-ish in the juke spin - if you compare it to that LaDanian Tomlinson video on the forums, very good! Four thumbs up (big toes sticking up lol)
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Old 11-23-2008, 03:03 PM   #18 (permalink)
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Re: Early look / prototype

Quote:
Originally Posted by TheWatcher
After watching the video in the thread, I wonder if this is one of those tough situations where if you make it too easy to breakout it's not as realistic, but if you make it harder or more animation dependent you take more of the user's control away? It seems really tough, and I'm wondering if there is a possible middle ground (you know, for the arcade crowd who wants to spin/spin/spin/juke/shimmy/spin/shimmy/juke/juke/juke and then run 80 yards for a TD, lol)?

Personally, if a little more control is taken away for momentum/transitions at realistic points I have no problem with it, because I know that there has to be some balance recovery times between moves and it's more sim.
Yeah here's my personal opinion on it...
1. Most users want IMMEDIATE control response
2. Immediate controls can easily go against a "SIM" experience
3. The balance is to make sure you have transitional animations in between to show the user that their controller IS doing something. If you look back at Madden PS2, those turn rates while sprinting were INSANE - like driving a semi truck - but because the on-screen player with the ball started leaning and carving it still was acceptable to your eye. Where the problem comes into play is if you hit a button and it just waits for the next animation before it finishes. That was the problem with 07...you'd hit a button or move the stick and just nothing would happen on screen.

As long as the controls make sense (key point), gamers will get used to what you give them and will get attached to it...even the tournament/arcadey/casual gamers. Think back to Madden 03 and 04 - you actually had to hit the X button twice to get the pass icons up...so strange but there was a TON of resistance once we finally changed it.
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Old 11-23-2008, 03:04 PM   #19 (permalink)
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Re: Early look / prototype

Yes, definitely 2Kish, but that is not a bad thing. I love it!! It looks 100% better. Great work.
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Old 11-23-2008, 03:04 PM   #20 (permalink)
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Re: Early look / prototype

IAN

One thing I notice and this has been a problem in all EA football games is the spin move it needs to be tighter, if that makes sense. It seems as though when the RB does his spin move he take way to big of a circle, in real life if the runner took the same radius he would be killed. The other animations look smooth but make the spin move tighter and shorter. In boxing terms make it a quick snap Jab instead of a big sweeping hook. Hope this made sense!

EDIT Here is a video, look how quick and tight the spin move is also Ian notice how he sets up the move by taking a bunch of small choppy steps. He did not go into the spin move running full speed

Last edited by Ram209; 11-23-2008 at 03:09 PM.
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